I’m having problem with understanding InputLayouts. My 1st tought was that they are used to describe how the geometry vertex data is stored, unfortunately CreateInputLayout function requires ShaderBytecode. I’ve tried to certificate the inputLayout against shader that has no input attributes…
After a quick serch I found that blog:
That guy is actually binding the vertex data in OpenGL style. I’m not shure about how efficient that method would be?
NOTE: at that moment i don’t want to compile shader at runtime.